Hi 😀 I published Vegetation Solver It is based on “A Coupled Vegetation-Crust Model for Patchy Landscapes” You can simulate dryland vegetation patterns based on HF 👍 reference www.researchgate.net/publication/285883124_A_Coupled_Vegetation-Crust_Model_for_Patchy_Landscapes hip drive.google.com/file/d/1Q0v1wSXfwKb-Dk6YvayL_fWpYuoyZY3R/view?usp=drive_link
Category: hou-general
Archived post by paqwak
Ultra simple coloring setup :O)
However that one (to use in the SatMap wrangle) is hacked from Gaea :S … use with caution
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242205/10/24/GIF_5-10-2024_4-51-29_PM.gif
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242205/10/24/QuickColorHF_8.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242205/10/24/clutRocky.png
Archived post by paqwak
Ultra simple coloring setup :O)
However that one (to use in the SatMap wrangle) is hacked from Gaea :S … use with caution
Archived post by mattiasmalmer
I have improved on that script since then. We use it at the office now and so far no ill effects.
you just put this in your /python3.10libs folder
it creates backup files every 5 minutes if the undostack has changed. it does it by saving a copy of your scene named Backup_scenename_0001.hip and keeps 20 files that it overwrites in a rotating fashion. you can easily adjust the script for your workflow. (longer intervals more files whatever.)
it has to be named ready.py so that houdini runs it at the correct time.
the benefit with this script is that you never overwrite your actual file. something that the autosave function built in does.
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242503/15/24/ready.py
Archived post by paqwak
Yup looks the version I did (based on @mestela initial work) is slightly faster, but you have to extend the voxel banding at lot on the vdb from polygon itself … after that it’s a single volume vop … it’s probably less clever but faster to execute. Otherwise yes Dom toolset is a way better approach, especially if you can only use SDF primitives.
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20241103/11/24/sop_vdbsoftboolean.1.0.hda
Archived post by _white_dog_
I have just published a new Cloud Solver 😀 drive.google.com/file/d/18RnoiX-Hvn4kM3_L09wT0INXRdRYFjxh/view?usp=drive_link
It is based on the SIGGRAPH Asia 2020 paper “Stormscapes: Simulating Cloud Dynamics in the Now”. It can simulate fog, stratus, stratocumulus, cumulus, cumulonimbus, Kelvin-Helmholtz instability, and more. computationalsciences.org/publications/haedrich-2020-stormscapes.html
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20240502/23/24/cloud2.mp4
Archived post by waffleboytom
this seems to do it
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20243802/12/24/image.png
Archived post by mestela
well i feel quite the fool. didn’t know junichiro puts all his hips in a nicely organised github: github.com/jhorikawa/HoudiniHowtos/tree/master
Archived post by bouncyferret
Yes, there is a parm tag you can apply to your int sliders
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20244501/26/24/image.png
Archived post by jimm9567
Talking of COPs… (shameless plug)
T-Gen … texture generation tools for Houdini. jmtools.gumroad.com/ Free version available for anyone who is having bank issues.
Some nice things in here… wrangle, instancer, sample generator, a Karma Preview from COPs. And loads of help files. …
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20243301/22/24/Screenshot_2024-01-21_221657.png